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Merchant MMO - Tradewind Cove
Posts
The site may have experienced a reset in the MYSQL server. Sorry about that, the new domain guarantees 99% uptime. Also a new update needs to be implemented to kick players back to the login page if they logout, forget, and then return to a bookmarked page for the middle of the game. Right now that causes an ugly looking page to show up and you wouldn't be able to play until you went and logged in.
Bleh. I'm still level 1. I haven't been playing much, but I've definatly been sucking. Seem to be having problems turning profits. Back to the market!
Yeah, I feel pretty dumb now.
I can log in now that I'm actually using my user name and not my character name.
You guys aren't alone. I've done that before... Many times. and I've done the exact opposite (using account name instead of character) when logging on to the town crier. Very confusing.
I actually worked at work on Saturday. Also I went out on a date with a real life girl.
Can you like, permanently break the forums?
Dear God, what have I done to the knife market?
That can be an option in the future, right now it just shows the market values of the items' materials and allows you to memorize a moment in time to compare to future values. Memorization shows up in the quick view with + and - and also above the Town Square when sorting by category.
I actually worked at work on Saturday. Also I went out on a date with a real life girl.
Can you like, permanently break the forums?
edit: steel and tin too, you better get out while you can.
I actually worked at work on Saturday. Also I went out on a date with a real life girl.
Can you like, permanently break the forums?
edit: I'll post here with the prices in my store once I change them.
Small Knife: 1k
Butcher Knife 2k
Steel Dagger: 2.5k
Throwing Dagger: 2.5k
Tin Dagger: 3k
Rusted Knife: 4.5k
I actually worked at work on Saturday. Also I went out on a date with a real life girl.
Can you like, permanently break the forums?
edit: Ahaha, getting totally hosed trying to turn a profit using Xander's store. I'm gonna get stuck holding knives when the market crashes.
A few more good deals and I'll hit 3.
Can somebody explain to me how to play the market? I've read the forums and the explanations there just confused me.
The same thing happened to me, but I already had a few hundred k, so I just waited it out and sold what I had bought at a loss of around 500 each.
I'm currently purchasing items in the town center for minor profit.
I'm at 18k right now, I'll give it some time.
Say, I buy some metal from the market, go to make a dagger, and then 8 real time hours later, after I get out of class, boom, dagger.
Gives people a reason to come back to the game.
Also, it'd be interesting if there was something else that you could do with capital, other than just buy and sell more goods. Otherwise, what you end up with is that you're really just doing the same thing over and over again, only with higher dollar amounts attached to it. It'd be great if, for instance, you could buy your own factory that, when funded with iron, would make daggers, for instance.
That could even be incorporated with the downtime feature - for, say, $10,000, you can get a 2-slot factory. Buy a forge and put it in one slot, and some iron to drop into the other, and sooner than later, the iron is a dagger.
Upgrade to a 4-slot factory, and now you can have either crafting going on in paralell, or, if you're going to be away for a while, put three iron and one forge, so it crafts for the next 24 hours.
I really like this idea. You could class the items and what they're worth by the materials that go in to them. Maybe you could also have it so a player could break an item down in to bits of the materials its made of.
It depends on what the players make I suppose. As of right now, theres no reason to have an item, except to re-sell it for more money.
What really needs to happen is for items to become useful. Then we'll have an actual supply and demand market. At that point, player created items become interesting, because if someone makes something really cool, more people will want it, driving the price up (and the market for the materials its made of).
edit: Also, thorgot, stop sniping the turnaround buy low sell high stuff, I'm trying to make a quick buck here ;-) .
Each person becomes the quartermaster for a small military unit. The better equipment you give your guys, the better they do, and the better budget from the government you get. Your job is to subjugate your neighbors.
So, you can make money either from putting items to use on the military front, or by reselling them.
This would also solve the problem of market flooding - all items are 'used' eventually for some purpose, so there would be a perpetual demand.
Hell, if you felt like it, players could be parts of different factions for another layer of depth. Sell weapons to your enemies and you'll get rich, but you'll lose land and thus budget from the government. Not to mention being considered a traitor...
The budget also accounts for another means of offline leveling, as is attractive in an online, web-based MMO. If I wanted to sit at my computer and game all day, I'd play WoW. If I want a fun MMO that I can play between classes, I'll play this game.
I like this idea, when the game expands to cover more ground we'll see where that goes and if enough people support a direction like this then I could happen.
Thanks for the update JoshWW